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I wanted a simple 'clean' wallpaper, then this popped into my head.
-------------------------------------------------------------------
You know you've been using a computer for too long when you write
something down on paper, then look for the 'save' button.
Post a reply to this message
Attachments:
Download 'cube.jpg' (74 KB)
Preview of image 'cube.jpg'
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"Mark Birch" <las### [at] hotmailcom> wrote:
> I wanted a simple 'clean' wallpaper, then this popped into my head.
>
> -------------------------------------------------------------------
> You know you've been using a computer for too long when you write
> something down on paper, then look for the 'save' button.
you know you've been using a PDA too long when you try to write on the
screen instead of typing...
Joanne
http://www.onewhiteraven.com
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Hey, neat...
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"Mark Birch" <las### [at] hotmailcom> wrote:
> I wanted a simple 'clean' wallpaper, then this popped into my head.
>
> -------------------------------------------------------------------
> You know you've been using a computer for too long when you write
> something down on paper, then look for the 'save' button.
Wow, that's awesome. Care to share the texture for the cubes?
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"mine" <nomail@nomail> wrote:
> "Mark Birch" <las### [at] hotmailcom> wrote:
> > I wanted a simple 'clean' wallpaper, then this popped into my head.
> >
> > -------------------------------------------------------------------
> > You know you've been using a computer for too long when you write
> > something down on paper, then look for the 'save' button.
> Wow, that's awesome. Care to share the texture for the cubes?
The cube texture is nothing special, just a white pigment with diffuse 1.0 &
default brilliance. There is a subtle granite normal that you can't really
see because I 'overexposed' the scene to get the brightness/contrast right.
Rendered in megapov for the HDR sky.
The HDR map is a free sample from http://www.hyperfocaldesign.com
It's the only free sample they have and you need to register with the site
to get it, but it's an excellent map.
I can post the source for the scene in pbsf on monday (scene is on work
computer) if anyone is interested.
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> Wow, that's awesome. Care to share the texture for the cubes?
What I'd be interested to know is how you made the spheres look
reflective...
(Whenever *I* render anything, even if an object is a perfect mirror, it
fails to _look_ reflective.)
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Mark Birch spake:
> I wanted a simple 'clean' wallpaper, then this popped into my head.
>
> -------------------------------------------------------------------
> You know you've been using a computer for too long when you write
> something down on paper, then look for the 'save' button.
Cool - very minimalistic but clean and almost "disciplined" feel to it. Well
done!
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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Orchid XP v3 nous apporta ses lumieres en ce 12/08/2006 08:24:
>> Wow, that's awesome. Care to share the texture for the cubes?
>
> What I'd be interested to know is how you made the spheres look
> reflective...
>
> (Whenever *I* render anything, even if an object is a perfect mirror, it
> fails to _look_ reflective.)
You need some environment to get reflected in your reflective object.
--
Alain
-------------------------------------------------
To err is human, to forgive is not our policy.
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>> What I'd be interested to know is how you made the spheres look
>> reflective...
>>
>> (Whenever *I* render anything, even if an object is a perfect mirror,
>> it fails to _look_ reflective.)
> You need some environment to get reflected in your reflective object.
Yeah, that's clear enough. But it seems no matter what texture I use, it
never really makes anything look "reflective". (It just looks like some
bizzare texturing error has occurred...)
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Orchid XP v3 <voi### [at] devnull> wrote:
> >> What I'd be interested to know is how you made the spheres look
> >> reflective...
> >>
> >> (Whenever *I* render anything, even if an object is a perfect mirror,
> >> it fails to _look_ reflective.)
> > You need some environment to get reflected in your reflective object.
>
> Yeah, that's clear enough. But it seems no matter what texture I use, it
> never really makes anything look "reflective". (It just looks like some
> bizzare texturing error has occurred...)
For reflective object textures I have a few rules I use:
1) Never use ambient. (I actually only use ambient for light source type
objects).
2) Be very conservative on the use of diffuse, adjust according to material
type. (for textures like polished chrome or brass use diffuse 0)
3) Use fresnel reflection with min/max = 0/1, use ior to adjust the
reflectivity level.
-tgq
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